Eelke Folmer

Orcid: 0000-0002-8937-955X

Affiliations:
  • University of Nevada, Reno, NV, USA


According to our database1, Eelke Folmer authored at least 69 papers between 2003 and 2023.

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Bibliography

2023
Correction to: Eye tracking in virtual reality: a broad review of applications and challenges.
Virtual Real., June, 2023

Eye Tracking in Virtual Reality: a Broad Review of Applications and Challenges.
Virtual Real., June, 2023

Comprehensive Feedback Module Comparison for Autonomous Vehicle-Pedestrian Communication in Virtual Reality.
Proceedings of the Social Robotics - 15th International Conference, 2023

2022
VR Sickness Adaptation With Ramped Optic Flow Transfers From Abstract To Realistic Environments.
Frontiers Virtual Real., 2022

Evaluation of Hands-free Teleportation in VR.
Proceedings of the Symposium on Spatial User Interaction, 2022

HARIN: HoloLens Augmented Reality Indoor Navigation.
Proceedings of the 9th International Conference on Applied Computing & Information Technology, 2022

2021
Field-of-View Restriction to Reduce VR Sickness Does Not Impede Spatial Learning in Women.
ACM Trans. Appl. Percept., 2021

Teleportation in Virtual Reality; A Mini-Review.
Frontiers Virtual Real., 2021

Analysis of Positional Tracking Space Usage when using Teleportation.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2021

2020
Virtual Locomotion: A Survey.
IEEE Trans. Vis. Comput. Graph., 2020

The Effect of a Foveated Field-of-view Restrictor on VR Sickness.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2020

GazeMetrics: An Open-Source Tool for Measuring the Data Quality of HMD-based Eye Trackers.
Proceedings of the ETRA '20: 2020 Symposium on Eye Tracking Research and Applications, 2020

2019
Sensitivity to visual speed modulation in head-mounted displays depends on fixation.
Displays, 2019

Underwater Virtual Reality System for Neutral Buoyancy Training: Development and Evaluation.
Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology, 2019

Out-of-body Locomotion: Vectionless Navigation with a Continuous Avatar Representation.
Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology, 2019

The Effect of Field-of-View Restriction on Sex Bias in VR Sickness and Spatial Navigation Performance.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

2018
Measuring physical exertion in virtual reality exercise games.
Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology, 2018

Increasing Walking in VR using Redirected Teleportation.
Proceedings of the 31st Annual ACM Symposium on User Interface Software and Technology, 2018

Teleportation without Spatial Disorientation Using Optical Flow Cues.
Proceedings of the 44th Graphics Interface Conference, Toronto, Canada, May 8-11, 2018., 2018

StereoTrack: 180-degree Low-cost Acoustic Positional Tracking for Mobile VR Platforms.
Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2018

Evaluation of Handsbusy vs Handsfree Virtual Locomotion.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2018

2017
Accessible Touchscreen Technology for People with Visual Impairments: A Survey.
ACM Trans. Access. Comput., 2017

Evaluating the Accessibility of the Job Search and Interview Process for People who are Blind and Visually Impaired.
Proceedings of the 14th Web for All Conference, 2017

Legomotion: scalable walking-based virtual locomotion.
Proceedings of the 23rd ACM Symposium on Virtual Reality Software and Technology, 2017

Handsfree Omnidirectional VR Navigation using Head Tilt.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

2016
AudioDraw: user preferences in non-visual diagram drawing for touchscreens.
Proceedings of the 13th Web for All Conference, 2016

PAWdio: Hand Input for Mobile VR using Acoustic Sensing.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

VR-STEP: Walking-in-Place using Inertial Sensing for Hands Free Navigation in Mobile VR Environments.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

Exploring the Use of a Drone to Guide Blind Runners.
Proceedings of the 18th International ACM SIGACCESS Conference on Computers and Accessibility, 2016

2015
Exploring the use of an aerial robot to guide blind runners.
ACM SIGACCESS Access. Comput., 2015

Expanding the Vocabulary of Multitouch Input using Magnetic Fingerprints.
CoRR, 2015

Accuracy of Pedometry on a Head-mounted Display.
Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 2015

2014
Integrated online localization and navigation for people with visual impairments using smart phones.
ACM Trans. Interact. Intell. Syst., 2014

Real-time sensory substitution to enable players who are blind to play video games using whole body gestures.
Entertain. Comput., 2014

A tactile-proprioceptive communication aid for users who are deafblind.
Proceedings of the IEEE Haptics Symposium, 2014

An exergame to improve balance in children who are blind.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014

The blind driver challenge: steering using haptic cues.
Proceedings of the 16th international ACM SIGACCESS conference on Computers & accessibility, 2014

Headlock: a wearable navigation aid that helps blind cane users traverse large open spaces.
Proceedings of the 16th international ACM SIGACCESS conference on Computers & accessibility, 2014

Immersive simulation of visual impairments using a wearable see-through display.
Proceedings of the 16th international ACM SIGACCESS conference on Computers & accessibility, 2014

2013
Indoor Human Navigation Systems: A Survey.
Interact. Comput., 2013

ViziCal: accurate energy expenditure prediction for playing exergames.
Proceedings of the 26th Annual ACM Symposium on User Interface Software and Technology, 2013

GIST: a gestural interface for remote nonvisual spatial perception.
Proceedings of the 26th Annual ACM Symposium on User Interface Software and Technology, 2013

Haptic interface for non-visual steering.
Proceedings of the 18th International Conference on Intelligent User Interfaces, 2013

Improving Accessibility of Virtual Worlds by Automatic Object Labeling.
Proceedings of the Advances in Visual Computing - 9th International Symposium, 2013

Haptic target acquisition to enable spatial gestures in nonvisual displays.
Proceedings of the Graphics Interface 2013, 2013

2012
Spatial gestures using a tactile-proprioceptive display.
Proceedings of the 6th International Conference on Tangible and Embedded Interaction 2012, 2012

TWuiST: A discrete tactile-proprioceptive display for eye and ear free output on mobile devices.
Proceedings of the 2012 IEEE Haptics Symposium, 2012

The user as a sensor: navigating users with visual impairments in indoor spaces using tactile landmarks.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

2011
Game accessibility: a survey.
Univers. Access Inf. Soc., 2011

Syntherella: a feedback synthesizer for efficient exploration of virtual worlds using a screen reader.
Proceedings of the Graphics Interface 2011 Conference, 2011

Pet-N-Punch: upper body tactile/audio exergame to engage children with visual impairments into physical activity.
Proceedings of the Graphics Interface 2011 Conference, 2011

Supplemental sonification of a bingo game.
Proceedings of the Foundations of Digital Games, 2011

Navigating a 3D avatar using a single switch.
Proceedings of the Foundations of Digital Games, 2011

2010
TextSL: a screen reader accessible interface for second life.
Proceedings of the International Cross-Disciplinary Conference on Web Accessibility, 2010

Seek-n-Tag: a game for labeling and classifying virtual world objects.
Proceedings of the Graphics Interface 2010 Conference, May 31, 2010

VI-Tennis: a vibrotactile/audio exergame for players who are visually impaired.
Proceedings of the International Conference on the Foundations of Digital Games, 2010

Synthesizing meaningful feedback for exploring virtual worlds using a screen reader.
Proceedings of the 28th International Conference on Human Factors in Computing Systems, 2010

Vi-bowling: a tactile spatial exergame for individuals with visual impairments.
Proceedings of the 12th International ACM SIGACCESS Conference on Computers and Accessibility, 2010

2009
TextSL: a command-based virtual world interface for the visually impaired.
Proceedings of the 11th International ACM SIGACCESS Conference on Computers and Accessibility, 2009

2008
Experiences with Software Architecture Analysis of Usability.
Int. J. Inf. Technol. Web Eng., 2008

Blind hero: enabling guitar hero for the visually impaired.
Proceedings of the 10th International ACM SIGACCESS Conference on Computers and Accessibility, 2008

2007
A Pattern Framework for Software Quality Assessment and Tradeoff Analysis.
Int. J. Softw. Eng. Knowl. Eng., 2007

Component Based Game Development - A Solution to Escalating Costs and Expanding Deadlines?
Proceedings of the Component-Based Software Engineering, 10th International Symposium, 2007

2006
Bridging patterns: An approach to bridge gaps between SE and HCI.
Inf. Softw. Technol., 2006

2005
Case studies on Analyzing Software Architectures for Usability.
Proceedings of the 31st EUROMICRO Conference on Software Engineering and Advanced Applications (EUROMICRO-SEAA 2005), 30 August, 2005

2004
Architecting for usability: a survey.
J. Syst. Softw., 2004

Software Architecture Analysis of Usability.
Proceedings of the Engineering Human Computer Interaction and Interactive Systems, 2004

2003
A framework for capturing the relationship between usability and software architecture.
Softw. Process. Improv. Pract., 2003

Scenario-based Assessment of Software Architecture Usability.
Proceedings of ICSE 2003 Workshop on Bridging the Gaps Between Software Engineering and Human-Computer Interaction, 2003


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